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https://github.com/RetroDECK/ES-DE.git
synced 2024-11-22 14:15:38 +00:00
Make sure all vertices are properly rounded
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parent
489d7de096
commit
71ac016c3d
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@ -76,9 +76,9 @@ void RatingComponent::onSizeChanged()
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void RatingComponent::updateVertices()
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{
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const float numStars = NUM_RATING_STARS;
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const float h = Math::round(getSize().y()); // is the same as a single star's width
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const float w = Math::round(h * mValue * numStars);
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const float fw = Math::round(h * numStars);
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const float h = getSize().y(); // is the same as a single star's width
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const float w = getSize().y() * mValue * numStars;
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const float fw = getSize().y() * numStars;
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const unsigned int color = Renderer::convertColor(mColorShift);
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mVertices[0] = { { 0.0f, 0.0f }, { 0.0f, 1.0f }, color };
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@ -90,6 +90,10 @@ void RatingComponent::updateVertices()
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mVertices[5] = { { 0.0f, h }, { 0.0f, 0.0f }, color };
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mVertices[6] = { { fw, 0.0f }, { numStars, 1.0f }, color };
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mVertices[7] = { { fw, h }, { numStars, 0.0f }, color };
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// round vertices
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for(int i = 0; i < 8; ++i)
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mVertices[i].pos.round();
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}
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void RatingComponent::updateColors()
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@ -282,9 +282,8 @@ void ImageComponent::updateVertices()
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// we go through this mess to make sure everything is properly rounded
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// if we just round vertices at the end, edge cases occur near sizes of 0.5
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const Vector2f size = { Math::round(mSize.x()), Math::round(mSize.y()) };
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const Vector2f topLeft = { size * mTopLeftCrop };
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const Vector2f bottomRight = { size * mBottomRightCrop };
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const Vector2f topLeft = { mSize * mTopLeftCrop };
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const Vector2f bottomRight = { mSize * mBottomRightCrop };
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const float px = mTexture->isTiled() ? mSize.x() / getTextureSize().x() : 1.0f;
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const float py = mTexture->isTiled() ? mSize.y() / getTextureSize().y() : 1.0f;
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const unsigned int color = Renderer::convertColor(mColorShift);
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@ -295,14 +294,19 @@ void ImageComponent::updateVertices()
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mVertices[2] = { { bottomRight.x(), topLeft.y() }, { mBottomRightCrop.x() * px, py - mTopLeftCrop.y() }, mColorGradientHorizontal ? color : colorEnd };
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mVertices[3] = { { bottomRight.x(), bottomRight.y() }, { mBottomRightCrop.x() * px, 1.0f - mBottomRightCrop.y() }, color };
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// round vertices
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for(int i = 0; i < 4; ++i)
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mVertices[i].pos.round();
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if(mFlipX)
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{
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for(int i = 0; i < 4; i++)
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for(int i = 0; i < 4; ++i)
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mVertices[i].tex[0] = px - mVertices[i].tex[0];
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}
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if(mFlipY)
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{
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for(int i = 0; i < 4; i++)
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for(int i = 0; i < 4; ++i)
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mVertices[i].tex[1] = py - mVertices[i].tex[1];
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}
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}
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@ -56,10 +56,10 @@ void NinePatchComponent::buildVertices()
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const float imgPosY[3] = { 0, imgSizeY[0], imgSizeY[0] + imgSizeY[1]};
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//the "1 +" in posY and "-" in sizeY is to deal with texture coordinates having a bottom left corner origin vs. verticies having a top left origin
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const float texSizeX[3] = { mCornerSize.x() / texSize.x(), (texSize.x() - mCornerSize.x() * 2) / texSize.x(), mCornerSize.x() / texSize.x() };
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const float texSizeY[3] = { -mCornerSize.y() / texSize.y(), -(texSize.y() - mCornerSize.y() * 2) / texSize.y(), -mCornerSize.y() / texSize.y() };
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const float texPosX[3] = { 0, texSizeX[0], texSizeX[0] + texSizeX[1] };
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const float texPosY[3] = { 1, 1 + texSizeY[0], 1 + texSizeY[0] + texSizeY[1] };
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const float texSizeX[3] = { mCornerSize.x() / texSize.x(), (texSize.x() - mCornerSize.x() * 2) / texSize.x(), mCornerSize.x() / texSize.x() };
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const float texSizeY[3] = { -mCornerSize.y() / texSize.y(), -(texSize.y() - mCornerSize.y() * 2) / texSize.y(), -mCornerSize.y() / texSize.y() };
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const float texPosX[3] = { 0, texSizeX[0], texSizeX[0] + texSizeX[1] };
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const float texPosY[3] = { 1, 1 + texSizeY[0], 1 + texSizeY[0] + texSizeY[1] };
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int v = 0;
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for(int slice = 0; slice < 9; slice++)
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@ -76,6 +76,10 @@ void NinePatchComponent::buildVertices()
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mVertices[v + 3] = { { imgPos.x() + imgSize.x(), imgPos.y() }, { texPos.x() + texSize.x(), texPos.y() }, 0 };
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mVertices[v + 4] = { { imgPos.x() + imgSize.x(), imgPos.y() + imgSize.y() }, { texPos.x() + texSize.x(), texPos.y() + texSize.y() }, 0 };
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// round vertices
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for(int i = 1; i < 5; ++i)
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mVertices[v + i].pos.round();
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// make duplicates of first and last vertex so this can be rendered as a triangle strip
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mVertices[v + 0] = mVertices[v + 1];
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mVertices[v + 5] = mVertices[v + 4];
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@ -83,12 +87,6 @@ void NinePatchComponent::buildVertices()
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v += 6;
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}
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// round vertices
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for(int i = 0; i < 6*9; i++)
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{
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mVertices[i].pos.round();
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}
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updateColors();
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}
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@ -137,7 +137,6 @@ void VideoVlcComponent::render(const Transform4x4f& parentTrans)
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VideoComponent::render(parentTrans);
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Transform4x4f trans = parentTrans * getTransform();
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GuiComponent::renderChildren(trans);
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Renderer::setMatrix(trans);
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if (mIsPlaying && mContext.valid)
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@ -151,6 +150,10 @@ void VideoVlcComponent::render(const Transform4x4f& parentTrans)
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vertices[2] = { { mSize.x(), 0.0f }, { 1.0f, 0.0f }, color };
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vertices[3] = { { mSize.x(), mSize.y() }, { 1.0f, 1.0f }, color };
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// round vertices
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for(int i = 0; i < 4; ++i)
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vertices[i].pos.round();
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// Build a texture for the video frame
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mTexture->initFromPixels((unsigned char*)mContext.surface->pixels, mContext.surface->w, mContext.surface->h);
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mTexture->bind();
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@ -238,10 +238,6 @@ namespace Renderer
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void drawRect(const float _x, const float _y, const float _w, const float _h, const unsigned int _color, const unsigned int _colorEnd, bool horizontalGradient, const Blend::Factor _srcBlendFactor, const Blend::Factor _dstBlendFactor)
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{
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const float x = Math::round(_x);
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const float y = Math::round(_y);
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const float w = Math::round(_w);
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const float h = Math::round(_h);
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const unsigned int color = convertColor(_color);
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const unsigned int colorEnd = convertColor(_colorEnd);
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Vertex vertices[4];
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@ -251,6 +247,10 @@ namespace Renderer
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vertices[2] = { { _x + _w,_y }, { 0.0f, 0.0f }, horizontalGradient ? color : colorEnd };
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vertices[3] = { { _x + _w,_y + _h }, { 0.0f, 0.0f }, colorEnd };
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// round vertices
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for(int i = 0; i < 4; ++i)
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vertices[i].pos.round();
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bindTexture(0);
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drawTriangleStrips(vertices, 4, _srcBlendFactor, _dstBlendFactor);
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@ -604,10 +604,14 @@ TextCache* Font::buildTextCache(const std::string& text, Vector2f offset, unsign
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const Vector2i& textureSize = glyph->texture->textureSize;
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const unsigned int convertedColor = Renderer::convertColor(color);
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vertices[1] = { { Math::round(glyphStartX ), Math::round(y - glyph->bearing.y() ) }, { glyph->texPos.x(), glyph->texPos.y() }, convertedColor };
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vertices[2] = { { Math::round(glyphStartX ), Math::round(y - glyph->bearing.y() + (glyph->texSize.y() * textureSize.y())) }, { glyph->texPos.x(), glyph->texPos.y() + glyph->texSize.y() }, convertedColor };
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vertices[3] = { { Math::round(glyphStartX + glyph->texSize.x() * textureSize.x()), Math::round(y - glyph->bearing.y() ) }, { glyph->texPos.x() + glyph->texSize.x(), glyph->texPos.y() }, convertedColor };
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vertices[4] = { { Math::round(glyphStartX + glyph->texSize.x() * textureSize.x()), Math::round(y - glyph->bearing.y() + (glyph->texSize.y() * textureSize.y())) }, { glyph->texPos.x() + glyph->texSize.x(), glyph->texPos.y() + glyph->texSize.y() }, convertedColor };
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vertices[1] = { { glyphStartX , y - glyph->bearing.y() }, { glyph->texPos.x(), glyph->texPos.y() }, convertedColor };
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vertices[2] = { { glyphStartX , y - glyph->bearing.y() + (glyph->texSize.y() * textureSize.y()) }, { glyph->texPos.x(), glyph->texPos.y() + glyph->texSize.y() }, convertedColor };
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vertices[3] = { { glyphStartX + glyph->texSize.x() * textureSize.x(), y - glyph->bearing.y() }, { glyph->texPos.x() + glyph->texSize.x(), glyph->texPos.y() }, convertedColor };
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vertices[4] = { { glyphStartX + glyph->texSize.x() * textureSize.x(), y - glyph->bearing.y() + (glyph->texSize.y() * textureSize.y()) }, { glyph->texPos.x() + glyph->texSize.x(), glyph->texPos.y() + glyph->texSize.y() }, convertedColor };
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// round vertices
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for(int i = 1; i < 5; ++i)
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vertices[i].pos.round();
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// make duplicates of first and last vertex so this can be rendered as a triangle strip
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vertices[0] = vertices[1];
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